timer in turns
Farvardin
20 Sept 2003, 17:45Is it possible to create a timer that count in turns / player's moves instead of in seconds ?
(it doesn't seem so)
(it doesn't seem so)
paul_one
20 Sept 2003, 19:14Just have it so that after every move you add one to a variable...
I would have thought you'd figure that out!
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Farvardin
20 Sept 2003, 19:47hmmmm, that's not really practical to set up... is it ?
something like
define timer <Explode>
turn.interval <10>
disabled
end define
would be more efficient
something like
define timer <Explode>
turn.interval <10>
disabled
end define
would be more efficient
kewldude606
21 Sept 2003, 01:28In the QDK, under game porperties, there is a field you can edit for code that goes off every turn...
I think Im Dead
22 Sept 2003, 05:55before turn and after turn scripts suckas!
paul_one
22 Sept 2003, 17:27They're good for certain instances....
Like the battle system I'm surrently on - checking the room properties, making sure the players moved between a room before changing the encounter variable.
It'd also be good for other counters, and probably for some other stuff too...
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Like the battle system I'm surrently on - checking the room properties, making sure the players moved between a room before changing the encounter variable.
It'd also be good for other counters, and probably for some other stuff too...
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codingmasters
01 Nov 2003, 06:05Just use a status variable.
I'll give you an example:
Create a status variable called countturn. Make it's initial value 0, and leave all the other fields blank.
Then go to Game Properties. In the scripts section, under After Every Turn Script:, make a script that increments the countturn variable by one. Easy!
Matthew G.
I'll give you an example:
Create a status variable called countturn. Make it's initial value 0, and leave all the other fields blank.
Then go to Game Properties. In the scripts section, under After Every Turn Script:, make a script that increments the countturn variable by one. Easy!
Matthew G.